1. Rivals of Aether
  2. News

Rivals of Aether News

New Buddies and Steam Sale

Buddy System Updates

Four new buddies are here! By popular demand we've added some new friends to our Buddy System. You can unlock Sunny, Dundee, and Tommy Prickles using Aether Coins you've earned in game.

https://youtu.be/CWYtasohw1c
Kraggling is available on the Steam Store at: https://store.steampowered.com/app/1030270/Rivals_of_Aether_Kraggling_Buddy/

Steam Sale 2/11/19 - 2/17/19

Rivals of Aether and all of our previous DLC (including character packs) is on sale for 50% off this week. If you've been waiting to gift a friend, pick up a new character, or get one of our recently added skins on Steam - now's the time.

https://store.steampowered.com/app/383980/Rivals_of_Aether/

Patch 1.4.7 - The Buddy System

Two days ago we unveiled our brand new Buddy System. Unlike the typical buddy system that’s supposed to prevent you from drowning in a lake or whatever, ours lets you bring small creatures from Aether into action-packed battles! These buddies will primarily be used to support Rivals players and events throughout the 2019 competitive season.

Read on for a little more information about them as well as some additional bugfixes we’ve fit in with patch 1.4.7.



The Buddy System

Buddies are now available in-game, with the first being the adorable Frostbear Cub. This new feature lets you choose creatures from Aether and beyond as companions during local and online matches. Buddies are cosmetic additions similar to skins in that they don’t affect gameplay, but instead each bring their own personality as they tag along.

https://www.youtube.com/watch?v=tQxfamFVKRc

Another thing to mention about most buddies (one of the best things in fact) is that funds raised go towards supporting Rivals players and events. More are planned for release throughout the year, so make sure to let us know in the comments which buddies you’d like to see.



You can pick and choose your buddies on the character select screen. They even have their own taunts. You can also optionally disable them online in the "stats and options" online menu.

Genesis Colors

A new Genesis 6 color palette has been added as the latest seasonal skins for all characters. Genesis 6, our Championship Series World Finals event, begins in just about 2 weeks.

Rep the event and make sure to tune in for the stream on ShowDown and VGBootCamp. Full viewing schedule to be announced soon.

https://www.youtube.com/watch?v=hC4H_G4oyH4

Bug Fixes


  • The purple kill effect now functions correctly when below any stage floor.
  • Etalus’ Down Special will no longer create the purple kill effect when freezing an opponent.
  • Ori & Sein’s Down Special now ignores Eid (the guy in the window on Tower of Heaven).
  • Sylvanos’ Upward-angled Bair now maintains grass the same as the other angles.
  • Elliana’s steam can no longer create the purple kill effect.

Rivals Esports: Challengers Approaching at Genesis 6

The Rivals Championship Series finals are approaching fast at Genesis 6! Tune in from Frebruary 1st - 3rd to see the best players from around the world go head to head over 3 days of competition. With the title of the Season 3 Champion and over $12,000 on the line, this event is a must see for Rivals fans.

https://www.youtube.com/watch?v=hC4H_G4oyH4

If you'd like to join these players (and many more) there's still time to sign up. Register or find out more about the event at smash.gg/G6


Patch 1.4.3 - Time to Rank Up

We are still hard at work on netcode and matchmaking changes but before we can release those, we wanted to give players a chance to experience our new Ranked Mode updates. We have reworked the progression and rewards and are excited for players to progress! We also have some balance changes targeting our three newest characters who came out earlier this year.



Ranked Mode Update

  • We have replaced Ranked Score as the main progression in Ranked Mode with a Ranked Tier system. There are 6 Ranked Tiers which each have 5 Ranked Levels inside their Tiers.
  • Players progress through the levels by earning Stars. Each star that you earn progresses you higher into the Ranked Level. You'll need 5 Stars to complete a Ranked Level such as going from Bronze 5 to Bronze 4.

  • There are three different ways to earn stars:

    • Winning: Each set win gives you one star.
    • Win Streaks: While on a win streak of 3 or more, you earn 1 extra star. While on a win streak of 5 or more, you earn 2 extra stars.
    • Tier Difference: If you play an opponent who is a higher tier than you, you'll earn 1 star for each tier they are above you.


  • Each Tier has its own rules and rewards:

    • Bronze Tier:

      • Rules: You cannot lose stars.
      • Matchmaking: Bronze, Silver, Gold
      • Rewards: Player Icon


    • Silver Tier:

      • Rules: You cannot lose stars.
      • Matchmaking: Bronze, Silver, Gold
      • Rewards: Player Icon, Tier Border


    • Gold Tier:

      • Rules: You cannot lose a star to drop a Ranked Level.
        (ex. from Gold 3 to Gold 4)
      • Matchmaking: Bronze, Silver, Gold
      • Rewards: Player Icon, Tier Border, Ranked Color Palette


    •  Platinum Tier:

      • Rules: You cannot drop below Platinum 5.
      • Matchmaking: Platinum, Diamond, Master
      • Rewards: Player Icon, Tier Border, To be Decided


    • Diamond Tier:

      • Rules: You cannot drop below Diamond 5.
      • Matchmaking: Platinum, Diamond, Master
      • Rewards: Player Icon, Tier Border, To be Decided


    • Master Tier:

      • Rules: Your Master Score is your position on the Ranked Leaderboard. You no longer win or lose stars.
      • Matchmaking: Platinum, Diamond, Master
      • Rewards: Player Icon, Tier Border, To be Decided





  • Ranked Mode still uses Ranked Score (ELO) behind the scenes for every set even before reaching Master. This score is used to calculate your leaderboard position.
  • We have lowered the Disconnect Rate punishment from 35% to 20% so players with high disconnect rates will have low Master positions.
  • We now have a system to reset the Ranked Level and Ranked Score of repeat cheaters. Please report cheaters WITH their Steam Profile URL to [email protected] and we'll investigate the reports.
Character Mastery:

  • While playing Ranked Mode, you can level up your characters from 1-10 by playing Ranked Matches.
  • Each win will earn you more experience than a loss but just playing a single match with that character will net you some experience!
  • Here are our current plans for rewards:

    • Character Mastery Level 3: Character Emote Unlock.
    • Character Mastery Level 7: Character Emote Icon.
    • Character Mastery Level 10: To Be Decided


Emote System

  • Ranked and all the other online modes benefit from the introduction of a new Emote System.
  • Players can now share pre-built messages with each other while matched in a game lobby. The messages vary from greetings to questions to small suggestions.
  • If you progress your character mastery levels, you can unlock fun messages to send your opponent while matching your favorite character.
  • Let us know on the subreddit or discord what kind of new Emotes you would like to see added to the game!
Rivals Rep Icon Contest

In concert with the ranked progression changes above, we're moving forward into the 4th season of Rivals ranked play. To make the start of this season even more exciting we’re announcing the return of a fan-favorite special event, the Rivals Rep Icon Contest, where you can help your favorite featured team get a skin in the game!

To find out more details on this community competition read the full post here.

Christmas Colors

Tis the season! Err... or at least close enough. Your Halloween colors have been replaced with festive Christmas skins. As always, these are usable in all game modes and can be accessed simply by rotating through your Rivals' colors on the character select screen.



Gameplay and Balance Changes

  • Landing no longer clears the right stick's buffer. Instead, it turns it into a normal 6 frame buffer instead of the 8 frame right stick buffer.
  • Tilt stick will no longer allow you to cancel a jab into a backward tilt.
  • Purple aether kill effect logic adjusted: now checks all even numbered DI angles (19 total) instead of just checking 7.

    • OLD:

      • check full DI in
      • check no DI
      • check full DI out
      • check 12 degrees in
      • check 12 degrees out
      • check 6 degrees in
      • check 6 degrees out



    • NEW:

      • do all old calculations
      • check remaining even numbered angles (12 different angles)





  • Jumping during the hitpause of Nspecial will always buffer a jump after hitpause ends.
    (This is useful for jumping after hitting a pillar or activating the purple kill effect)
  • Uspecial's final hitbox now has knockback staling: BKB starts at 7 and goes down to 5 (the current value) by the end of movement. This makes early hit Uspecial stronger.
  • Dspecial's spike hitbox is no longer techable and forces a missed tech instead of bouncing the opponent off the ground.

  • Standing on overlapping puddles will no longer cause Fspecial to fail to absorb the puddle.

  • Hitting Ranno's bubble and Sylvanos' flower with Fspecial now only lets you jump cancel for the next 20 frames instead of indefinitely.

  • Clone will no longer get locked out of exploding if his first explosion is interrupted (such as pillar breaking under him during the move's startup).

  • Can no longer hit himself when throwing a rock with Uair.
  • Can no longer fastfall while being hit during armored Uspecial.
  • No longers gets the benefits of being on ice when standing under low, ice-covered platforms.

  • Can no longer bash Lily when she's being despawned.
  • Double jumping while trying to use Uspecial while it's unavailable will no longer cause Ori to superjump.

  • Bubble knockback will no longer reverse for outward hitting moves if the attacking player is facing left.
Sylvanos is getting a minor rework where we looked at his entire kit and wanted to balance out some of his annoying tendencies and distribute power elsewhere. We reworked his final two jabs to make them more varied and to differentiate Jab Special more from Neutral Special. We also took a look at the Neutral Special Flower to open up some creativity in how Sylvanos players choose to use grass instead of just coating the bottom platform with grass as often as possible.


    • Jab 1 range shortened.
    • Jab 3 replaced with large repeatable jabs.








  • Jab special now spawns lower and travels a very short distance, allowing Sylvanos to place flowers on the ground underneath platforms. It will now also combo if the opponent DI's jab 2 inward.
  • Ftilt projectile now deals no knockback ever.
  • Ftilt startup: 7 > 5 (reverted to pre-1.4.0).
  • Utilt startup: 6 > 8 (reverted to pre-1.4.0).
  • Sylvanos no longer jumps upward during the startup of Utilt, making the move significantly better as an anti-air.
  • Dstrong angle: 55 > 50.
  • Uair solo hit2 removed.
  • Uair 2 base knockback: 7 > 8.
  • Uair 2 knockback scaling: .5 > .65.
  • Nspecial multihit damage: 2 > 1 (total damage: 14 > 10).
  • Can now have 3 flowers out (when 3 flowers are active, the oldest flower is colored differently from the other two).
  • Flowers only grow a small area of grass instead of the full platform (they still prevent the whole platform's grass from dying when Sylvanos is away).
  • Flowers now destroy the grass around them when they are hit.
  • Flowers no longer have a single tile of grass missing.
  • Grass no longer ages while Sylvanos is in hitpause from hitting an opponent.
  • Jump cancelling Fspecial locks him out of airdodging for 10 frames.
  • Uspecial's bite is now invincible until the hitbox comes out.
  • Dspecial now has a visual to show the howl's range.
  • Grass on the left edge of a platform will no longer die when using Dspecial.
Elliana is getting a couple buffs but she might have more in store down the road. She is a unique character with a meta that is still developing so we want to be careful when it comes to buffing and nerfing this hothead.

  • Dash attack endlag: 18 > 16 (27 > 24 on whiff).
  • Ftilt startup: 9 > 7.
  • Fair hitbox size increased.
  • Fspecial will no longer trigger the purple kill effect if the opponent is stuck.
Shovel Knight is FUN! Just like in his own game, the character is very fun to play as and against. The buffs we have for him are to make him more effective when he is playing well. By racking up damage a bit faster, he can start going for his unique kill options earlier.

  • Jab/Nair damage: 5 > 6.
  • Ftilt/Fair damage: 3 > 4.
  • Utilt damage: 5 > 8.
  • Utilt will no longer break Kragg's pillar after it loses its hitbox.
  • Dair damage: 6 > 7 (normal hit) and 7 > 10 (spike hit).
  • Dstrong strongest hit hitpause scaling: 0 > 1 (bug fix).
  • Mobile Gear now gets destroyed at the bottom blastzone instead of slightly above it.
  • Uspecial's spike hitbox is no longer techable and forces a missed tech instead of bouncing the opponent off the ground.
  • Dstrong's spike hitboxes force a missed tech instead of bouncing the opponent off the ground.

Patch 1.4.2 - Cooling Down



Heat Wave was a lot of fun, but now it's time to start getting ready for a cooler season. This patch is a mix of changes we've been holding on to as well as some newer updates like adding mouse support, normalizing some framedata, and other quality of life changes. Read on for the full notes below and have a happy Halloween!



Gameplay Changes
  • Keyboard controls can now be set on the character select screen.
  • Mouse buttons can now be bound to actions in the character select screen.
  • Rolls, Airdodges, and Techrolls have been normalized. New framedata:

    • ROLLS:

      • [3 startup frames - 14 active frames - 12 recovery frames]


    • AIRDODGES:

      • [2 startup frames - 12 active frames - 12 recovery frames]


    • TECHROLLS:

      • [20 invincibility frames - 14 recovery frames]


Bugfixes
  • Fixed a bug that made players get caught on ledges.
  • Crouch is no longer locked out of dashing for 3 frames.
    Instead, crouching now clears the dash buffer.
  • Fixed a bug that caused a crash during the intermediate offense tutorial.
  • The missed tech state can no longer be longer than the full initial duration of your hitstun.
  • Purple kill effect formula now takes SDI into consideration when checking for collision with walls/platforms/pillars/rocks.
  • Fixed a bug that caused heavy characters to be stuck in 1 extra frame of landing lag on aerials with 6 frames of landing lag compared to patch 1.4.0.
  • You can no longer wall-tech when first getting grabbed by Ori's Down Special. You can still wall tech after getting thrown.




  • Up Special multihits now force flinch.
    With 1 less frame of flinch state than normal, so it doesn't true combo into Dstrong.



  • Up Air no longer keeps moving during hitpause.
  • Orcane's roll framedata has been normalized to [3 - 14 - 12] from [3 - 11 - 16].
  • Orcane's airdodge framedata has been normalized to [2 - 12- 12] from [2 - 12 - 14].



  • Up Air angle flipper changed from 0 > 6.
    This makes it so that the move always sends left if your opponent is on the left side of you, and vice versa.
  • Wrastor's roll framedata normalized to [3 - 14 - 12] from [3 - 15 - 16].
  • Bugfix: Dying now restores Wrastor's ability to charge a strong attack.



  • Rocks will no longer hit enemies in the wrong direction when bouncing off of a wall on the first frame the rock is created.




  • Forsburn's techroll framedata has been normalized to [20 - 14] from [19 - 14].




  • Neutral Special hurtbox corrected.
    This move was using the wrong kind of collision detection making it much bigger than it seemed.
  • Up Special can no longer break Kragg's pillar if it trades with it 1 frame before Kragg lands on the pillar.
  • Absa's roll framedata normalized to [3 - 14 - 12] from [3 - 10 - 14].
  • Absa's airdodge framedata has been normalized to [2 - 12 - 12] from [2 - 11 - 10].



  • Up Special will no longer lose armor when getting hit on frame 1 by a move that sends into the hitstun land state.
  • Up Air hit 1 hit lockout increased from 0 > 1.
    This prevents moves like Forward Special from interrupting the throw.
  • Nair sourspot angle flipper changed from 0 > 6.
    Now matches the flipper of the sweetspot.
  • Etalus' roll framedata normalized to [3 - 14 - 12] from [3 - 15 - 12].



  • Ori & Sein's techroll framedata has been normalized to [20 - 14] from [18 - 16].



  • Utilt angle flipper changed from 0 > 6.
    This makes it so that the move always sends left if your opponent is on the left side of you, and vice versa.
  • Dash Attack tipper hitboxes adjusted to match the art better.


  • Up Air range reduced by 16 pixels for hit 1 and 18 pixels for hit 2.
    This change is intended to make Up Air less oppressive as a sharking tool.
  • More changes are planned for Sylvanos that didn't make it into this patch. We're taking a good hard look at his strengths and weaknesses so that we can build him up after stripping frustrating parts of his kit. Our goal is ultimately to make him both more fun to play against and more balanced and fun to play as.



  • Back Air's fist is now disjointed.
  • Charged Forward Special now slides along the ground instead of being destroyed by it.



  • Jab endlag decreased from 16 > 14.
  • Back Air multihit hitstun modifier increased from .5 > .65.
    Enough to make it good on hit without letting it confirm into Forward Strong.
  • Dash attack startup decreased from 10 > 7.
  • Dash attack damage increased from 5 > 7.
  • Dash attack knockback scaling increased from 0.35 > 0.5.
    While dash attack is still a pretty niche move, these changes will give it more utility.
  • Ustrong endlag increased from 16 > 18 (24 > 27 on whiff).
  • War Horn hitstun modifier decreased from x1 > x0.9.
  • Releasing the right stick as the shop becomes active will no longer cancel the shop.
  • Dynamo Mail's outline color now overrides the outline color change when on fire.